[QUOTE=tokamak;376736]I’m not saying that the act of killing yourself can’t be difficult in a game. I’m merely saying that the game clearly is doing something wrong if it’s encourages people to kill themselves as a form of ‘reboot’ once in a while. And because it can be so tremendously advantageous in ET, people are compelled to use it or they’ll handicap themselves.
Now you can force people to stick to their lives by removing the self kill, like in Brink, but the game would better if it was balanced in such a way that players would be rewarded for staying around. Deaths should be meaningful, that by itself makes kills meaningful and through that all other abilities in the game become meaningful. Permanent buffs like metabolism and extra pips will be greatly sought after, because people’s potential (not necessary average) life expectancy last longer you’ll see more players requiring ammo more often, and players wouldn’t just lemming their way through the maps. [/QUOTE]
In a game like ET:QW, you don’t really self kill all that often to “reboot” yourself. BRINK just handles supplies really poorly and forces you to run out way too soon if you do your job.
In ET:QW I’d rarely selfkill to get more medpacks/ammo (always played medic in comp), but I would selfkill to get back with my team. That is perfectly acceptable; it was really annoying in BRINK to be that one guy that didn’t get killed during a push and have to either run back to spawn or hope the other team didn’t see you, because that would put you off a spawn wave and ruin another push. See, I stayed alive like you want me to, but what did I accomplish or what could I accomplish? I’m low on health, supplies, and I’m away from my team so I’m useless.
You can’t really have meaningful deaths when the game is as random as BRINK; maybe if the game had accurate weapons, punished you for doing stupid stuff, and removed a lot of the useless crap it would have meaningful kills and deaths. Right now, the most meaningful kill you can achieve is killing and gibbing the defuser, but that’s still up to a lotto spread + grenade shooting, lol.
I think a lot of the supply problems that medics have, have to do with the fact reviving and health buffs come from one supply pool. That really hurts the system right there and promotes less teamplay than /kill. You have to pick or choose whether to revive or buff with that 1 pip, while in ET:QW you were able to throw a medpack and revive.
Nah, I meant if we were going into plant on like de_cbble, I’d gladly run through apartments making noise if I knew there were people in there and could draw their fire so someone else could clean them up.